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  #61  
Old September 30th, 2006, 03:04 PM
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Default Re: Modding SEV Thread Questions

Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
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  #62  
Old September 30th, 2006, 03:06 PM
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Default Re: Modding SEV Thread Questions

Quote:
Captain Kwok said:
Even better now is that as a weapon increases with technology, you can have it do different damage types. For example, increasing penetration vs. armor, etc.
I assume we can do this my making certain restrictions and qualifiers...based on the the level of weapon tech in relation to the damage ability?

NM, I assume you mean just by the damage formula, and the level adding an amount by level...
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  #63  
Old September 30th, 2006, 03:31 PM

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Default Re: Modding SEV Thread Questions

Looks like the csf files handle alot for the AI's. Hopefully there are alot of functions exported to the scripts. If so, you should be able to do alot.
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  #64  
Old September 30th, 2006, 03:51 PM

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Default Re: Modding SEV Thread Questions

Also, if you turn on the scripting debug printout, it shows alot of what you can do.
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  #65  
Old September 30th, 2006, 04:51 PM

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Default Re: Modding SEV Thread Questions

Yep. Check out the top of the damage type file- it specifies exactly how the damage routine works.
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  #66  
Old October 1st, 2006, 09:08 AM
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Default Re: Modding SEV Thread Questions

Is it possible to mod a crew factor to weapons, something like "phaser 5 -> ship needs 50 more crew than without it"?
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  #67  
Old October 1st, 2006, 10:28 AM
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Default Re: Modding SEV Thread Questions

GGmod has that.

An empty hull requires no crew, but the bridge requires 5 crew, and the engines require a couple, and the guns require more. Fighter bays need quite a few techies too.

Lifesupport requirements are based on the crew capacity as well (IE: how many crew quarters you install).

The GGmod computers replace 30 crew each (reducing the lifesupport needed indirectly).
And aside from the basic crew quarters, there are gunnery quarters which give a bonus that applies only against weapons (Less crew per kt for general stuff, but the +50% vs weapon requirements is quite useful).
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  #68  
Old October 1st, 2006, 11:10 AM

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Default Re: Modding SEV Thread Questions

Can the GUI be modded in a way to show the crew requirements?
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  #69  
Old October 1st, 2006, 06:03 PM
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Default Re: Modding SEV Thread Questions

All unsatisfied requirements show up in the warnings list (top right)
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  #70  
Old October 2nd, 2006, 01:27 AM

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Default Re: Modding SEV Thread Questions

Throwing around mod ideas earlier today, and I came up with a few questions:

1) Can components support +ability per (whatever)? As in, could I have, say, Laser Beam I that does n damage per number of Battery Is on the ship? Or +morale per ships in fleet? Or +movement per stars in system? Anything like that?

2) I've seen this, I think, in some form when I was browsing the components.txt file. The Stupifier psychic weapon renders a crew bereft of experience for a time. Can this be expanded? I have two things in mind, one being (almost RPG-esque) "status ailments" - switch sides, lose engine power, defense down, weakened weapons, etc, all on a timer. Also, can I expand this to damage over time attacks? Say, 20kt of structural damage per second for 10 seconds on a successful hit.

3) components capable of system-wide buffs?

4) can ground defense weapons be added to facilities? Say, I build a Garrisoned Research Facility II that has three Ground Cannon IIIs for use in planetary battles - or even a non-component ranged attack used only by that facility.

5) I'm guessing this is possible, judging by the name of the file (componentenhancements.txt rather than weaponmounts.txt), but can "mounts" be extended to any component type? I know it was done in many IV mods, but I think SEV might have really fleshed out that system.

6) Am I missing an Abilities.txt file somewhere?

Thanks in advance
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